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DarkBASIC Professional Discussion / porting to console game systems?

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Aiptasia
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Posted: 9th Feb 2003 22:04
Just out of curiosity and knowing nothing about what all is involved in the process...

How difficult do you think it would be to port a game over to a console system, like the: PS2, Xbox, etc. that was coded in the DARKbasic Pro environment?

Just curious in the possibilities, provided you could code a game to match the game console's stats (mem requirements, graphics handling, etc.).

Anyone have a clue if this can be done in DARKbasic?
Yes.... no... wait!
theprogrammer
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Posted: 9th Feb 2003 22:43
You'd have to make an emulator, which would be possible I guess. However personally I would have thought that submitting a Pro game to a console publisher and if they like it, letting them remake it would be better.
Rob K
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Posted: 9th Feb 2003 23:11
Porting to the XBOX would be possible, as it uses DirectX and a Windows based OS. However producing for the other consoles would mean a complete remake.

NOBODY has a forum name as stupid as Darth Shader. I do.
Kangaroo2
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Posted: 10th Feb 2003 00:01
Xbox would be easier but I am sure an Emulator for PS2 would be possible. There isn't much point for GC cos the disks are a weird format so most users couldn't save to it.

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The Darthster
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Posted: 10th Feb 2003 00:17
What do you mean, disks are a weird format so most users couldn't save to it? Do you mean game players can't save to disk? No games console can save to CD, they all use memory cards or hard drives I thought. If you mean the programmers can't write to little CD's, we could write a game and send it to some publisher to put on the little disks. Maybe. You'd have to know the I/O commands for the controllers and memory cards and things though, but apparently the Cube has a nice developer friendly interface.

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now, I am the Master.
Arrow
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Posted: 10th Feb 2003 00:21
Plus you'ld need to change the format to match the system, not to mention all the copyright protection you'ld have to bipass. The newer the system, the tougher that protection will be. I think theprogrammer's idea is the best bet.

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Never assume that what you see or feel is real.
Arrow
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Posted: 10th Feb 2003 00:23
Darthster, I think he was talking about the format that the GC uses, it would be hard to burn it to the disk and get it to read proporly.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
Shadow Robert
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Posted: 10th Feb 2003 00:24
X-Box you require the xkernel.dll running in your build environment when you build the DarkBasic Pro and a booter for it + setting up for the use of a FFB SideWinder pad
otherwise an exact port...

PS2 also require a the kernel, but also require to have the driver for the PS2 controller within a DLL (preferably with the basic ASM format encoded) - but also possible as it can use DirectX as well

as for the Cube you'd require the GC version of DirectX to be run as a layer for Pro to access rather than the hardware direct - but again possible

only problem is the cheapest SDK licence to get the software needed is $50,000 for the Xbox which is the cheapest .. $75,000 for the PS2 and $300,000 for the GameCube unless you're a Nintendo Sub'd company.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Posted: 10th Feb 2003 00:27
oh and as for the GC format, thats included in the SDK ... it can be burnt with a standard DvD Ram driver - if you want you can purchase the panasonic development cube for around £230 which can use fullsize DvDs

Nintendo doesn't allow the release of thier MicroDvD's however so if you produce the software you then send it on to thier publishing dept which then is burnt to the special DvD

PS2 and XBox SDKs come with Roxio plugins

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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